Overlapping panels with "Dock" resize functionality - c#

I've been struggling for a couple of days with this issue, which seems like it would have an obvious solution.
How could I place a panel, which maintains position and resizes as if Docked, in the middle of the form, over other panels populating a TableLayoutPanel without messing Column/Row spans and misplacing other containers and controls?
I would like to avoid developing custom functionality and make due with the basic visual studio toolbox (extensions are welcome).
In an effort to better explain what I'm hoping to achieve, I've provided a link to an image of the goal.
Blue is the dynamically resizable, centered pop-up panel.
Green is an Image/BackgroundImage starting on cell [1,1] of the TableLayoutPanel.
Orange is a drop-down panel for a side menu, also starting on cell [1,1].

So... I found a solution.
I guess I needed to admit that I have to write the resizing function myself.
I'm new here, so I don't know if answering oneself question is canon, but here goes.
For the Orange panel, given it's Anchored Top,Left:
private double panel1WidthRatio, panel1HeightRatio; // Global variables for maintaining ratio.
private void ParentForm_ResizeBegin(object sender, EventArgs e)
{
double p1w = this.side_panel.Size.Width; // Grab the panels' dimensions
double p1h = this.side_panel.Size.Height; // as soon as the user begins to resize
double fw = this.Size.Width; // in order to store
double fh = this.Size.Height; // the Panel to Form
panel1WidthRatio = p1w / fw; // dimension ratios.
panel1HeightRatio = p1h / fh;
}
private void ParentForm_SizeChanged(object sender, EventArgs e)
{
double formWidth = this.Size.Width; // As soon as a new size is set
double formHeight = this.Size.Height; // resize the panel using the earlier ratio.
this.side_panel.Size = new Size((int)(formWidth * panel1WidthRatio), (int)(formHeight * panel1HeightRatio));
}
For the Blue panel, given no Anchors, simply replace:
this.side_panel.Size = new Size((int)(formWidth * panel1WidthRatio), (int)(formHeight * panel1HeightRatio));
with:
this.middle_panel.Size = new Size((int)(formWidth * panel2WidthRatio), (int)(formHeight * panel2HeightRatio));
this.middle_panel.Location = new System.Drawing.Point(this.Size.Width/4-9, this.Size.Height/4-24);
The constants (9,24) take into account the Form's frame and borders, so as to correctly reposition the panel in the center.

Related

Dynamically resize WinForms controls when Form is resized

I have a WinForms project on which I would like all of the controls to grow proportionally along with the form as the form is resized. This is what the form looks like in normal state: Normal State Form
I have tried setting the Anchor properties to their appropriate values given the location of each control on the form, and while it does move the controls, they remain the same size. I tried using the AutoSize property, but also to no avail. Here is what the form looks like after being maximized with the Anchor properties set: Maximized Form
I also tried using a formula from Shaun Halverson to dynamically resize everything but it does not relocate the control properly, and I can't seem to figure out why. Here is the code I used to try and resize dynamically:
private void Main_Load(object sender, EventArgs e)
{
originalFormSize = new Rectangle(this.Location.X, this.Location.Y, this.Size.Width, this.Size.Height);
submitBtnOriginal = new Rectangle(submitButton.Location.X, submitButton.Location.Y, submitButton.Width, submitButton.Height);
}
private void Main_Resize(object sender, EventArgs e)
{
resizeControl(submitBtnOriginal, submitButton);
}
private void resizeControl(Rectangle r, Control c)
{
float xRatio = (float)(this.Width) / (float)(originalFormSize.Width);
float yRatio = (float)(this.Height) / (float)(originalFormSize.Height);
int newWidth = (int)(r.Width * xRatio);
int newHeight = (int)(r.Height * yRatio);
int newX = (int)(r.Width * xRatio);
int newY = (int)(r.Height * yRatio);
c.Location = new Point(newX, newY);
c.Size = new Size(newWidth, newHeight);
}
When I run this code, it moves the button to the opposite corner of the form, but it resizes it properly.
This would obviously be quite redundant given that I have to get an original size for every control I want to resize, but I would be fine with that if I could get dynamic resizing to work. I am surprised that this is not a more common problem, and I couldn't find hardly anything on this specific topic other than to use the Anchor and Dock properties. Is there an easy way to do this that I am missing? Is this a more difficult problem than it seems?
Put TextBox anchor property values as Top, Bottom, Left, Right and resize the form. That should work.

Get width directly after Button.AutoResize is set

I'm adding buttons dynamically to a Form and am trying to lay the out side by side. I'm perfectly content with using the latest Button.Right as a starting point for the next button (with a margin left between of course), but the buttons have to adjust to fit the text.
So, what I'm doing is setting the AutoResize property to true and then storing the Right property, which however does not work because I guess the resizing doesn't happen until the button is drawn (I think). I tried Invalidate(), Refresh(), Update() and I think a couple more functions, and of course all together, but to no avail, I still get the old position and the next button starts beneath this one.
So the question is, after setting AutoResize to true on a Forms component, how do I force it to resize so I can grab the new Width/Right without waiting for the window to be redrawn?
Thanks in advance!
Note: If all else fails I'll do a rough approximation of the width of the buttons based on the string's length, so don't bother with something too fancy as a solution, it's not a requirement that it is perfect
You can use the Control's GetPreferredSize Method to obtain the final auto-sized dimensions. The Font property must either be explicitly set or the Control must be parented to a displayed control such that it can inherit the Font to use in the layout. In the following example, the control's Parent property is set so that it inherits the parent control's Font.
private Random rnd = new Random(1000);
private void button1_Click(object sender, EventArgs e)
{
const Int32 xDelta = 5; // the horizontal distance between the added Buttons
Int32 y = button1.Location.Y + 5 + button1.Height;
Int32 x = button1.Location.X;
Point loc = new Point(x, y);
this.SuspendLayout(); // this is Form that is the Parent container of the Buttons
for (Int32 i = 1; i <= 10; i++)
{
Button btn = new Button { Parent = this, AutoSize = true, AutoSizeMode = AutoSizeMode.GrowAndShrink };
btn.Text = new string('A', rnd.Next(1, 21));
btn.Location = loc;
Size sz = btn.GetPreferredSize(Size.Empty); // the size of btn based on Font and Text
loc.Offset(sz.Width + xDelta, 0);
}
this.ResumeLayout(true);
}

How can I keep the RadioButton text and an additional Label in alignment?

I'm working on a C# project using .NET 3.5 and Windows Forms. I need to design a decision step with multiple options that require a bit of explanatory text. For this, I want to have a set of RadioButtons to choose an option, followed by an additional Label each that contains the explanation.
I want to keep the label of the radio buttons and the label containing the explanatory text aligned - I've added red lines to the image to illustrate this. I could probably tweak some margins or other settings on the second label, but that would probably start to look weird as soon as the user chooses a different theme or changes some other settings. What is the canonical (and most robust) way to do this?
Your question boils down to two partial problems:
How large is the RadioButton (or the CheckBox when thinking ahead)..
How large is the gap between the glyph and the Text.
The first question is trivial:
Size s = RadioButtonRenderer.GetGlyphSize(graphics,
System.Windows.Forms.VisualStyles.RadioButtonState.CheckedNormal);
..using a suitable Graphics object. Note that I use the RadioButtonState CheckedNormal as I don't you want the Lables to align differently when the Buttons are checked or unchecked..
The second one is anything but trivial. The gap may or may not be constant and there is another gap to the left of the glyph! If I really wanted to get it right I guess I would write a routine to measure the text offset at startup:
public Form1()
{
InitializeComponent();
int gapRB = getXOffset(radioButton1);
int gapLB = getXOffset(label1);
label1.Left = radioButton1.Left + gapRB - gapLB;
}
Here is the measurement function. Note that is doesn't even use the Glyph measurement. Also note that it isn't enough to measure the text offset of the RadioButton. You also need to measure the offset of the Label!
int getXOffset(Control ctl)
{
int offset = -1;
string save = ctl.Text; Color saveC = ctl.ForeColor; Size saveSize = ctl.Size;
ContentAlignment saveCA = ContentAlignment.MiddleLeft;
if (ctl is Label)
{
saveCA = ((Label)ctl).TextAlign;
((Label)ctl).TextAlign = ContentAlignment.BottomLeft;
}
using (Bitmap bmp = new Bitmap(ctl.ClientSize.Width, ctl.ClientSize.Height))
using (Graphics G = ctl.CreateGraphics() )
{
ctl.Text = "_";
ctl.ForeColor = Color.Red;
ctl.DrawToBitmap(bmp, ctl.ClientRectangle);
int x = 0;
while (offset < 0 && x < bmp.Width - 1)
{
for (int y = bmp.Height-1; y > bmp.Height / 2; y--)
{
Color c = bmp.GetPixel(x, y);
if (c.R > 128 && c.G == 0) { offset = x; break; }
}
x++;
}
}
ctl.Text = save; ctl.ForeColor = saveC; ctl.Size = saveSize;
if (ctl is Label) { ((Label)ctl).TextAlign = saveCA; }
return offset;
}
Now the Texts do align pixel perfect..:
Note that I use two original controls from my form. Therefore much of the code is simply storing and restoring the properties I need to manipulate for the measurement; you can save a few lines by using two dummies.. Also note that I wrote the routine so that it can measure RadioButtons and Labels and probably CheckBoxes as well..
Is it worth it? You decide..!
PS: You could also owner-draw the RadioButton and the Label text in one.. this would have the interesting side-effect, that the whole text would be clickable..:
Here is a quick and dirty implementation of owner drawing a CheckBox: Prepare it by setting AutoSize = false and by adding the real text together with the extra text into the Tag, separated by a e.g. "§". Feel free to change this setup, maybe using the Label control..
I clear the Text to prevent it from drawing it and I decide on an offset. To measure it, you could use the GetGlyphSize from above.. Note how the DrawString method honors embedded '\n' characters.
The Tag contained this string:
A Rose is a Rose is a Rose..§A Rose is a rose is a rose is a rose is /
A rose is what Moses supposes his toes is / Couldn't be a lily or a
taffy daphi dilli / It's gotta be a rose cuz it rhymes with mose!
And I for the screenshot I actually used this line:
e.Graphics.DrawString(texts[1].Replace("/ ", "\n"), ...
Here is the Paint event:
private void checkBox1_Paint(object sender, PaintEventArgs e)
{
checkBox1.Text = "";
string[] texts = checkBox1.Tag.ToString().Split('§');
Font font1 = new Font(checkBox1.Font, FontStyle.Regular);
e.Graphics.DrawString(texts[0], checkBox1.Font, Brushes.Black, 25, 3);
if (texts.Length > 0)
{
SizeF s = e.Graphics.MeasureString(texts[1], checkBox1.Font, checkBox1.Width - 25);
checkBox1.Height = (int) s.Height + 30;
e.Graphics.DrawString(texts[1], font1, Brushes.Black,
new RectangleF(new PointF(25, 25), s));
}
}
The simplest out-of-the-box solution (it seems to me) would be to use 3 controls instead of 2: a radio button (with the text set to ""), a label (to go beside the radio button) and another label (to go below them). This would allow you easier configuration in designer, but (far more importantly) simpler run-time evaluation and adjustment, if necessary, to keep them in alignment should styles change.
I do understand that this takes away the benefit of clicking the label to select the radio button, but you could add that behavior in the label's Click event if you need it.
Alternatively, you could create a UserControl containing the text-free radio button and the label, and handle the behavior within that UserControl while exposing the label's location.
If you don't care about the radiobutton's text being bold, you could set it's label to a multiline string, and set CheckAlign to TopLeft:
radioButton2.CheckAlign = ContentAlignment.TopLeft;
radioButton2.Text = #"Radiobutton
Explanation text";
Don't know why I didn't think of this earlier, but the following approach seems to work:
Use a TableLayoutPanel with two columns that are set to adjust their width automatically.
Place all RadioButtons in the first column and set them to span both columns.
Place all Labels in the second column, setting all margins to 0.
Add a disabled, but visible (!) "spacer" RadioButton without text in an additional row at the end of the layout.
When displaying the form, convert the first column to a fixed size and hide the "spacer".
The key point seems to be that the "spacer" has to be visible initially - otherwise the column will get a size of 0.
This is my test form in the designer:
To change the layout, I used the following Load handler:
private void TestForm_Load(object sender, EventArgs e)
{
// find the column with the spacer and back up its width
int column = tableLayoutPanel.GetColumn(radioButtonSpacer);
int width = tableLayoutPanel.GetColumnWidths()[column];
// hide the spacer
radioButtonSpacer.Visible = false;
// set the column to the fixed width retrieved before
tableLayoutPanel.ColumnStyles[column].SizeType = SizeType.Absolute;
tableLayoutPanel.ColumnStyles[column].Width = width;
}
And this is the result at runtime:
You could add an invisible dummy label having the same text as the radiobutton. Then, get the length of that label and calculate the correct position of the explanation label.
labelDummy.Text = radioButton1.Text;
labelExplanation.Left = radioButton1.Right - labelDummy.Width;
However, this still appears to be some pixels off, even though I the label's margin to 0, maybe some additional tweaking can fix this. Here's a screenshot to show what I mean. The label's background is green to be able to see the extra margin.

WPF Path's Geometry Transform performance gets worse with LineGeometries' length increase

I'm currently trying to create a little plot interactive editor, using WPF.
On maximized window the plot dragging with mouse is not responsive enough because of the plot grid.
I got a path for my plot grid lying inside a Canvas control (render transform just shifts it to the bottom of the canvas)
<Path Name="VisualGrid" RenderTransform="{StaticResource PlotTechnicalAdjust}" Style="{DynamicResource ResourceKey=GridStyle}" Panel.ZIndex="1"/>
Here is how grid is created; _curState has actual camera "viewport" metadata
if (_curState.Changes.ScaleStepXChanged)
{
foreach (TextBlock item in _xLabels)
{
DeleteLabel(item);
}
_xLabels.Clear();
double i = _curState.LeftEdgeLine;
_gridGeom.Children[(int)GridGeomIndexes.VerticalLines] = new GeometryGroup { Transform = _verticalLinesShift};
var verticalLines =(GeometryGroup)_gridGeom.Children[(int)GridGeomIndexes.VerticalLines];
while (i <= _curState.RightEdgeLine * (1.001))
{
verticalLines.Children.Add(new LineGeometry(new Point(i * _plotParameters.PixelsPerOneX, 0),
new Point(i * _plotParameters.PixelsPerOneX,
-_wnd.ContainerGeneral.Height)));
_xLabels.Add(CreateLabel(i, Axis.X));
i += _curState.CurrentScaleStepX;
}
_curState.Changes.ScaleStepXChanged = false;
}
if (_curState.Changes.ScaleStepYChanged)
{
foreach (TextBlock item in _yLabels)
{
DeleteLabel(item);
}
_yLabels.Clear();
double i = _curState.BottomEdgeLine;
_gridGeom.Children[(int)GridGeomIndexes.HorizontalLines] = new GeometryGroup { Transform = _horizontalLinesShift};
var horizontalLines = (GeometryGroup)_gridGeom.Children[(int)GridGeomIndexes.HorizontalLines];
while (i <= _curState.TopEdgeLine * (1.001))
{
horizontalLines.Children.Add(new LineGeometry(new Point(0, -i * _plotParameters.PixelsPerOneY),
new Point(_wnd.ContainerGeneral.Width,
-i * _plotParameters.PixelsPerOneY)));
_yLabels.Add(CreateLabel(i, Axis.Y));
i += _curState.CurrentScaleStepY;
}
_curState.Changes.ScaleStepYChanged = false;
}
Where Transforms are composition of TranslateTransform and ScaleTransform (for vertical lines I only use X components and only Y for horizontal lines).
After beeing created those GeometryGroups are only edited if a new line apears into camera or an existing line exits viewable space. Grid is only recreated when axis graduations have to be changed after zooming.
I have a dragging option implemented like this:
private Point _cursorOldPos = new Point();
private void OnDragPlotMouseMove(object sender, MouseEventArgs e)
{
if (e.Handled)
return;
Point cursorNewPos = e.GetPosition(ContainerGeneral);
_plotView.TranslateShiftX.X += cursorNewPos.X - _cursorOldPos.X;
_plotView.TranslateShiftY.Y += cursorNewPos.Y - _cursorOldPos.Y;
_cursorOldPos = cursorNewPos;
e.Handled = true;
}
This works perfectly smooth with a small window (1200x400 units) for a large amount of points (like 100+).
But for a large window (fullscreen 1920x1080) it happens pretty jittery even without any data-point controls on canvas.
The strange moment is that lags don't appear when I order my GridGenerator to keep around 100+ lines for small window and drag performance suffers when I got less than 50 lines on maximezed. It makes me think that it might somehow depend not on a number of elements inside a geometry, but on their linear size.
I suppose I should mention that OnSizeChanged I adjust the ContainerGeneral canvas' height and width and simply re-create the grid.
Checked the number of lines stored in runtime to make sure I don't have any extras. Tried using Image with DrawingVisual instead of Path. Nothing helped.
Appearances for clearer understanding
It was all about stroke dashes and WPF's unhealthy desire to count them all while getting hit test bounds for DrawingContext.
The related topic is Why does use of pens with dash patterns cause huge (!) performance degredation in WPF custom 2D drawing?

Winform not scrolling when drawing objects on it

C#3.0,.net framework 3.5
I am drawing ( using the draw method in the graphics class) a lot of solid rectangles on a windows form vertically. The form starts at 500 x 500 px and the rectangles are only drawn at runtime after data is downloaded from the net -and the number of rectangles depends on the download so I do not know it upfront.
So only a few rectangles are drawn as the size of the form is fixed.
So I googled/Binged ( lest someone suggest I do that) and found a few tips but they don't work in this case -like setting the forms AutoScroll property to true or trying double buffering.I also tried to draw on a listbox control and set it's scroll property etc...but no dice.
I'm guessing there is no way to display , say 200 rectangles vertically on a windows form using draw. I need some other solution... any ideas please.
Maybe a list of pictureboxes and then populate each picturebox with the solid color ?
Thanks
You are drawing GDI+ rectangles on a form during the paint event? The form would have no idea that you are creating objects outside of the clipping space and would therefore have no idea that you need to scroll.
You would need to add a scrollbar to the form and then calculate the value\position of the scrollbar and use that to determine what portion of your rectangles to draw upon the paint event. This would involve a bit of manual effort. You could draw them all to an in-memory bitmap of the appropriate size and then just copy the portions of that to the form upon draw.
Or:
If you wanted the form to do this for you, create a custom rectangle control and place 200 of those on the form. Since they are components and have a concrete height & width, the form would then know it needed to scroll, and would do so accordingly provided that autoscroll was set.
it can be as simple as this:
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
this.DoubleBuffered = true;
this.AutoScroll = true;
for (int i = 0; i < 100; i++)
this.Controls.Add(new Rectangle() { Top = i * 120, Left = 10 });
}
}
public class Rectangle : Control
{
public Rectangle()
{
this.Width = 100;
this.Height = 100;
}
protected override void OnPaint(PaintEventArgs e)
{
e.Graphics.DrawRectangle(new Pen(Color.Black, 5), 0, 0, 100, 100);
}
}

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